The measurement tables (+0 draws at every walked step on two towns, tris DOWN not up, the raycast surface table, the ?verge=0 and classic hash pairs, the §0.4 hook proofs), plus three things worth keeping: - the defect my own numbers could not see (every intersection painted shut; all metrics green, only the picture wrong) and why ?verge=0 + a screenshot caught it; - a full-frame pixel A/B is not an A/B while a live sim is in the frame — hiding everything but `ground` is what made the classic covenant measurable; - the market plaza reads worse under the wider footpath, and that is the STANDING item awaiting John's amendment, not new damage from §0.1.
297 lines
24 KiB
Markdown
297 lines
24 KiB
Markdown
# PROCITY-B — progress (Lane B: Streetscape + game shell)
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**Status: complete and verified.** Lane B turns a CityPlan into a walkable, chunk-streamed 3D town
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plus the game shell. It runs on my hand-written fixture **and** auto-integrates with Lane A's
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`generatePlan` (which landed mid-session). Everything below was verified live in a browser.
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## Round 37 (v8 WAVE 0 §0.1 + §0.4) — THE KERB IS FOOTPATH, at +0 draws · commit `47db478`
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John's ruling landed as geometry. `ground.js` narrows the road quad to the carriageway and extends
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the **existing** merged `footGeos` class inward to meet it, consuming Lane A's `vergeBand(e)[0]`.
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- **+0 draws, proven not asserted**: identical draw count at every one of 102 walked spine steps
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(worst frame **276 both**, sum **20,081 both**) and on `katoomba_real` (worst 100 both).
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**Tris went DOWN** — −8 synthetic, −288 katoomba. The charter's "~2k tris" was an estimate against
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a class that already existed; extending a quad re-parameterises it. Honest number, stated loudly.
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- **14 of 14 gig posters were standing in painted bitumen. 0 are now.** No poster moved; the ground did.
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- Surfaces verified by **raycast**: `main`@24 road 0–5 / footpath 5.25–15.25 · `side`@12 (72% of the
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corpus) road 0–3 / footpath 3.25–9.5 · **`lane` degenerate `[4,4]` ⇒ pre-ruling geometry** ·
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**`arcade` all footpath, no road quad, no kerbs** · **residential keeps its grass nature strip**.
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The lane case branches on `outer <= inner`, never on a band literal (Fable's mid-round correction).
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- **A defect my own numbers could not see:** the first cut painted every intersection shut (a 12.5 m
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footpath crosses the perpendicular *carriageway*, where a 3.5 m one only clipped a corner). All
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numbers were green; the screenshot was not. Fixed by putting the carriageway on top under the flag.
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- **`?verge=0` ships permanently** and is EXACT: ground vertex+UV hashes identical to the HEAD build,
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and the same detector goes red on the default boot.
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- **`?classic=1` is FENCED, not amended** (R31 dig-flip pattern): identical ground geometry AND
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identical ground-only rendered pixels at three poses. → Fable's call if classic should be amended.
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- **§0.4** — the chunk seam was never connectable: on HEAD `!!chunks.ctx === false`, so a consumer
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holding only `PROCITY.chunks` had nowhere to attach. Now `chunks.onChunkBuilt(fn) → unsubscribe()`
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(many consumers) + `chunks.ctx` (the documented single slot). 136 built / 144 disposed over a walk,
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payload + key shape verified, throwing subscriber survives, and **zero behaviour change with no
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subscriber**: a 102-step per-frame walk hashes `ceb1ec66` on both builds. `sim.js` untouched.
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## Round 30 (v7.0-alpha ledger #4) — THE COLLECTION UI + SLEEP surface · qa GREEN 6/6
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The crate panel + game bar in `hud.js` (my DOM-overlay patterns), on F's §30.1 `PROCITY.game`
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contract — and verified against F's REAL committed core (`207bcff` landed mid-round; my test
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snapshot diffed byte-identical to it — **nothing stubbed**, unlike C's wave-1 run).
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- **Game bar** (bottom-right): `day N · $cash` · `CRATE n` (count in the standing HUD; opens the
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panel, `C` toggles) · `☾ SLEEP` → `game.sleep()`, enabled any time (alpha).
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- **Crate panel**: cover thumb (pack-atlas CSS crop off the entry's sku — per-shop godverse base or
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town-wide; parody = type glyph by design), title/artist, `paid $p · where · day d`, newest first,
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header totals. 50-row rebuild 0.9 ms; 0 draws (DOM-only).
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- **Construction-gated on the game object itself** (lazy, R19-selector style): `?classic=1`/`?game=0`
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⇒ zero game DOM, zero listeners, help line byte-identical, 0 console errors (measured, clean tabs).
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`?noassets` ⇒ 0 stock fetches, placeholders stand.
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- **SLEEP proven end-to-end**: day 1→2, weekNight 0→1, wake DAWN seg 0, `procity-save/1` on disk,
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next boot loads it and the UI reads it. **venue.js §30.4 filing fixed as filed** — compat
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`venueShopId` is now a live weekNight-keyed getter (116 → 490 across a sleep, measured).
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- Full measurement table + honest notes: LANE_B_NOTES §30. Verified on a port-isolated no-store
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:8151 snapshot server (not :8130/:8144 — Lane F was mid-flight in the shared tree).
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## Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + tram (`?tram=1`) · qa GREEN
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Ship-v2.0 round. Two deliverables, both v2-law clean, `qa.sh --strict` GREEN, flags-off byte-identical.
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- **8 v2 tour bookmarks** in `js/world/dbg.js` (16 total): `rain_verandah` (hero — open VIDEO shop w/
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winmap parallax rooms, CLOSED dark neighbours, night rain), `patronage_door`, `dig_real`,
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`katoomba_main`, `tram_stop`, `rain_street`, `night_crowd`, `shopfront_detail`. All un-letterboxed,
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113–188 draws, 0 errors. `tram_stop` picks the **nearest-origin** stop (open framing; spine-end stop
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was walled in). F shoots these — best hero combo `?winmap=1&weather=rain&dbg=1` seg 5.
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- **Tram** (`js/world/tram.js`, `?tram=1`, NON-BLOCKING for the tag): one small bus, out-and-back loop
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on the main-street spine, 3.5 s door-dwell at each `busShelterStops` stop, ping-pong at the ends.
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**Deterministic** (verified byte-identical across fresh instances). **Exactly 2 draws** (verified via
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`renderer.info` delta). Composes w/ weather+night (headlights 0.15→1.6 via `lighting.isNight()`).
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"TOWN LOOP" canvas livery reads in daylight; `ring()` door-bell stub (audio parked). Shell-wiring
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(2 lines) documented for F in LANE_B_NOTES; no collision in v0 (noted for v3).
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- **Rain polish** (weather.js, quick R9 debt): capped `gl_PointSize` (clamp 2–22px) + lower base — near
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drops are now thin streaks, not big blobs. Re-verified: rain smoke still GREEN, money-shot re-shot.
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- Still deferred (cut line): wind sway on trees/awnings (touches other lanes' materials).
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## Round 8 (Fable's ROUND8 → Lane B) — weather (`?weather=1`), carried from R7 · qa GREEN
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New `js/world/weather.js` + `lighting.setSky()`. Seeded per citySeed → clear/overcast/rain
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(~57/24/19% over 400 seeds, deterministic). **Rain = ONE draw** (camera-following `Points` + streak
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shader) + wet ground (roughness/darken on shared ground mats, restored on dispose) + matching rainy
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sky (`lighting.setSky`). Fully procedural (0 depot fetch). Worst view **141 draws** (≤300); composes
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with `?winmap`+night — **rain outside a lit interior-mapped window** shot saved. Deterministic, 0
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console errors, **flag-off byte-identical** (shell never constructs it).
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- **Exposed the `window.PROCITY.weather` contract for Lane D** (decision #1): `{ state, intensity }`,
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documented in LANE_B_NOTES with the exact shell-wiring 3 lines for F (I don't touch index.html).
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`?weather=1` seeded (default town rolls clear); `?weather=rain|overcast|clear` forces a state.
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- Deferred (cut line): vertex-shader wind sway on trees/awnings — noted, not done (touches other lanes'
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materials); everything else in the R7 brief landed. Tram stretch not attempted.
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## Round 6 (Fable's ROUND6 → Lane B) — placed the orphaned street props · qa GREEN
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Wired the two published-but-unconsumed street GLBs (`street_bin_01`, `bus_shelter_01`) via the
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use-if-ready furniture path (fail-soft; `?noassets` → primitives, 0 network). Files: `furniture.js`,
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`chunks.js` (collider merge).
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- **Bins**: sparse (~1/block, `s += 78 m`, seeded), decoupled from benches — country town not a mall.
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- **Bus shelters on the street graph** (future tram/bus stops): deterministic rule = midpoint of every
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MAIN edge with `hashEdge(id)%3===0`, road-side footpath, long axis along the edge, open front to road
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→ **1–3/town** (2 in seed 20261990). **Solid collider** (furniture now returns colliders → `chunks`
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merges into `getColliders`); walk-into-it is blocked. **Exposed `busShelterStops(plan)` → the stop
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list contract** for whoever builds the vehicle loop.
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- **Perf**: worst view WITH rig-fleet citizens **94k tris / 148 draws** (≤200k / ≤300, big margin);
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deterministic; all-flags-on composes clean (0 errors). Flagged the 3k-tri `street_bin` GLB to Lane E as
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a decimation candidate (bounded by the sparse cadence for now). Shot: `docs/shots/laneB/bus_shelter.png`.
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## Round 5 (Fable's ROUND5 → Lane B) — v2 window trick, behind `?winmap=1` · qa GREEN (4/4)
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- **Parallax interior-mapping window glass** (V2_IDEAS "Vuntra window trick"), behind **`?winmap=1`
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default-off.** One shared `ShaderMaterial` on the existing window geometry does single-cube interior
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mapping — each fragment rays into a virtual room box and shades back wall + seeded shelves + side
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walls + floor/ceiling. **Zero extra geometry, 1 window draw/chunk, per-shop variation via attributes
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(aTangent/aTint/aSeed), not per-shop materials.** Seeded from `shop.seed`.
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- **§3.5 held:** night → open shop's room glows warm, closed shop's room dark (reuses the closed-facade
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`uHour/uNight/aHours`). Screenshots: `docs/shots/laneB/winmap_{day,night_open_vs_closed,night_closed}.png`.
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- **v2 prime law held & proven:** flag-OFF byte-identical to v1 (windows `MeshStandardMaterial`, no
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winmap attrs); flag-ON worst view **122–168 draws** (≤300); shader **100% procedural — 0 fetch delta**
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vs `?noassets` baseline; 0 console errors; `GOLDEN.hash` untouched. `?winmap` is self-read in
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buildings.js → **no index.html seam for F** (just a flags-table row). File: `buildings.js`.
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## Round 4 (Fable's ROUND4 → Lane B) — done · qa.sh --strict GREEN (4/4)
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- **B1 — closed-facade visuals (§3.5, headline).** Closed shops → **dark windows + red CLOSED plate**;
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open shops (esp. the `openLate` video rental at night) → **lit windows**; door tooltip
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`🔒 <name> — CLOSED · opens HH:00`. Batched with a per-vertex `aHours` + two shared shaders + one
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`uHour/uNight` uniform pair, updated once on a `procity:segment` event (lighting.js → buildings.js)
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— **facade atlas untouched, no per-shop materials, no per-frame poll.** Verified live: **22:00 →
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only "Video Regal" lit, all others CLOSED**; midday → all open; worst-view **200 draws with
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citizens** (≤300). Files: `buildings.js`, `lighting.js`, `hud.js`.
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- **B2 — shot harness (gate-6 critical path).** The "letterbox" was **not** a composer bug (proved
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the composer is correctly sized headless) — the `street_noon`/`arcade`/`warehouse_fringe` **poses
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jammed the camera into a wall**. Reframed them to look down a street (new `streetViewPose`), added
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the **3 missing bookmarks** F asked for, pointed `night_neon` at the glowing video shop amid CLOSED
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neighbours, and added a defensive composer resize. `tools/shots.py` → **10 un-letterboxed shots, 0
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console errors** (in `docs/shots/laneB_r4/`). File: `dbg.js`.
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- **B3 — furniture GLB upgrade + novelty_record.** furniture.js now use-if-ready-upgrades primitives
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to depot GLBs (sync check, `?noassets` → 0 network verified). Placed **novelty_record** at every
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record store + food_cart by stalls/milk bars. **Finding:** the **novelty_record GLB is 26.5k tris**
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(5× `glb_law`), spiking a busy view to **574k** → it stays on its low-poly primitive; bench (1.9k)
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+ food_cart (5.0k) GLBs are fine and sit on their footprints. **→ Lane E: decimate novelty_record
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(same as the ped rigs).** File: `furniture.js`.
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## Round 12 (v3.0-alpha, VENUES & GIGS, `?gigs=1`) — Lane B street-side — done
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Built the pub's street presence for the one-pub vertical slice. Dependencies (A venue+`plan.gigs`,
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C watchPoints, E posters+gig audio, D band+crowd) all landed; F wires it last.
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- **`web/js/world/venue.js`** (new, B-owned; shell/F constructs under `?gigs`) —
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`createVenuePresentation(plan, skins, scene) → {group, update(gigState), dispose, venueShopId}`.
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**Posters:** E's 4 poster skins at each `plan.posters` (x,z,ry) with the gig's `bandName`
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overprinted in `nameZone` (canvas composite; seeded template; flat fallback if JPEG missing).
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Verified "THE WOMBATTS" over the band-photo art. **Lit frontage:** warm marquee + emissive bulb row
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over the venue door, `update(gigState)` ramps the glow. Verified: "The Thornbury Hotel" lit at night.
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- **Muffled-gig spill** (extended `audio.js`): near the venue (≤26 m) while gig `doors`/`on`, plays
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`pubrock-live` through a 470 Hz **lowpass** at low distance-gain. Reads `window.PROCITY.gigs` (F)
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with a clock+`plan.gigs` fallback. Verified: gain ~0.14 muffled at night, fades off far/day.
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- **Prime flag law held:** flags-off = no gigs/posters/venue (goldens frozen, no citygen edits), audio
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gig layer created but inert (`plan.gigs` absent → skipped). Byte-identical boot.
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- **Stretch deferred:** streetlamp-pool night-readability on the venue block (touches shared furniture
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rendering) — flagged as next polish. **Note to A:** main-street poster positions land mid-road on
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intersection nodes — a verge/pole offset would seat them better.
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- Static gates green (I didn't touch citygen; manifest/selfcheck unaffected). Files: `web/js/world/
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venue.js` (new) + `web/js/world/audio.js` (spill extension) + docs. **F wiring documented in LANE_B_NOTES.**
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## Round 11 (AUDIO) — Lane B WebAudio engine — done
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Built **`web/js/world/audio.js`** (B-owned) + a guarded create-call in the shell. One `AudioContext`
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unlocked on the first gesture; self-contained (reads `window.PROCITY`, self-ticks); consumes Lane E's
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`manifest.audio` (23 assets, 8.7 MB, ≤25 MB) with a 3× fetch retry.
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- **Layers** (crossfaded, no per-frame alloc): day/night ambience (lighting segment), rain
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(`weather.intensity`), footsteps (player movement), **shop-door music spill** (nearest open
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music-shop, distance-gain — verified `video-synth` at ~0.08 by Video Barn's door), tram rumble+bell
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(`?tram`), SFX (doorbell/door-open on `procity:enterShop`).
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- **House audio law — all verified live:** boots silent (nothing plays/fetches pre-gesture, 0 console
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errors); `?mute=1` → silent surface (exists for smokes, 0 fetches); `?noassets=1` → 0 audio/manifest
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fetches; beds lazy-load; spill is a pure function of shop type.
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- **For Lane F:** `window.PROCITY.audio` exposes `playInterior({musicKey,toneKey})`/`stopInterior()`
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(street beds auto-duck while inside), `playSfx`, `setMasterGain`, `mute`, and a `state` diag surface.
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- **For Lane C:** confirmed `room.audio = { musicKey, toneKey }` on `buildInterior` is the right shape
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(musicKey → `manifest.music`, toneKey → `manifest.ambience`).
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- Gates green (manifest validator 0 errors incl. audio 23; selfcheck 1727/1727). `qa.sh --strict`
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hangs on a headless Playwright gate — ran the static gates directly. Files: `web/js/world/audio.js`
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(new) + a small `[Lane B R11 audio]` loader in `web/index.html` + these docs.
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## Round 3 (Fable's ROUND3_INSTRUCTIONS → Lane B) — done
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- **Task 1 (draw budget, re-measured WITH citizens).** Radius-2 auto is already the spawn default;
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no config change needed. Drove the real loop (`chunks.update` + `citizens.update`, pop 140, up to
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**125 active peds**) along the dense corridors via `window.DBG`: worst continuous-walk view
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**263 scene / 275 total at MIDDAY**, **275 total at NIGHT** — **≤300 everywhere**, ~25 margin.
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Peds are a batched impostor layer (~1–2 draws). Documented in LANE_B_NOTES.
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- **Task 2 (`scene.environment`).** Was **null** → Lane D's rig-fleet peds bake their impostor atlas
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from it (`sim.js`) and would render dark. Set a neutral PMREM'd sky→ground gradient in
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`lighting.attachRenderer` (before `CitizenSim` constructs; no asset). Verified **set in
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street / night / interior / after interior-return** (`interior_mode` only swaps `scene.background`).
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- **Task 3 (furniture GLB footprints)** — **standby**: Fable's §3.4 (manifest GLB upgrade +
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`?noassets`) hasn't landed (furniture.js still primitives); will verify placement/collision when it does.
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- **Task 4 (optional polish)** — deferred (fresh generated-city stills / map.html wiring).
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- Only Lane B file changed this round: `web/js/world/lighting.js` (+ these docs). Committed by exact
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pathspec (Lanes C/E/F have concurrent uncommitted work in the shared tree — untouched).
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## Session 2 (continuation) — closed the two open Lane-B items Fable flagged
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- **Draw budget now holds with margin.** Facade texture atlas + awning-merge + shell/trim-merge:
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worst dense frustum **393 → 265 scene draws**, worst continuous-walk gameplay view **~261 total**
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(≤300 gate, ~40 margin). Bonus: **skin materials 25 → 5** (the atlas is one shared facade material),
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fixing the "≤25 was at the cap" concern too. (The old "~445" peak was largely a measurement artifact
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— orphan chunks from teleport-jumping that the real streamer disposes.)
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- **`window.DBG` harness exposed** (`?dbg=1`, `js/world/dbg.js`) — answers LANE_F_NOTES §4 so Fable's
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`shots.py`/`soak.py` can drive the game: `ready`, `shot(name)`, `teleport`, `setSegment`,
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`enterShop`/`exitShop` (drives the real B→F→C interior chain), `info()`.
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- **`ChunkManager` lifecycle hooks** (`onChunkBuilt`/`onChunkDisposed`, optional/inert) — answers §8.
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- Verified: fixture ("Yarraville Junction", 26 shops) still builds clean with all 3 awning colours;
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shadow path (`?shadows=1`) renders from the merged meshes; day + night + door tooltip + interiors
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all work; **zero console errors**. Files touched: `skins.js`, `buildings.js`, `chunks.js`, `hud.js`,
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new `dbg.js`, + a small guarded DBG loader in `index.html`. **Uncommitted** (per the lane treaty;
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and Fable is concurrently wiring `index.html` — our edits coexist cleanly on stable anchors).
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Owned/created (only `web/index.html` + `web/js/world/*`, per the ownership treaty):
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| file | role |
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|---|---|
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| `web/index.html` | shell: importmap→vendor, renderer + ACES + bloom, MODE state machine (`map`/`street`/`interior`), main loop, adaptive perf, guarded `generatePlan` import, shot harness |
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| `web/js/world/fixture_plan.js` | hand-authored CityPlan (schema v1): 4 N + 2 S terraced blocks (26 shops), cross-street houses, 2 market stalls, streets graph — spans ~6 chunks so streaming is exercised |
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| `web/js/world/planutil.js` | chunk math (64 m), `chunkIndex`, node/lot indices, oriented-rect collider + `pushOutRect` |
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| `web/js/world/skins.js` | city-wide shared material registry (one material per skin), seeded flat-colour fallbacks |
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| `web/js/world/buildings.js` | facade kit: instanced shells/parapets/posts/awnings, merged per-skin facades, per-chunk sign atlas, doors/windows |
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| `web/js/world/ground.js` | roads/footpaths/kerbs/plaza/base plane, merged strips, UV-baked tiling |
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| `web/js/world/furniture.js` | instanced streetlights (emissive at night), benches, bins, gum trees, bus stops — all with primitive fallbacks |
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| `web/js/world/lighting.js` | seeded sky dome + 6-segment day/night cycle, one following sun/shadow, fog pop-in mask |
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| `web/js/world/player.js` | PointerLock WASD+run, eye 1.7 m, push-out collision vs nearby-chunk colliders |
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| `web/js/world/chunks.js` | the streamer: radius-R build / R+1 dispose, nearest-first queue, 4 ms/frame budget, night propagation |
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| `web/js/world/hud.js` | crosshair, throttled door-raycast tooltip, live draws/tris/fps/seed/clock readout, click→`procity:enterShop` |
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| `web/js/world/minimap.js` | `map` mode: 2D top-down town directory (streets + lots by type + player dot) |
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## Acceptance — all met
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- ✅ Walk the fixture 5 min: contiguous, no seams, chunks stream silently, day/night cycles, signs
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legible, tooltips work, budgets green (148 scene draws, 21 skin materials, 5.8k tris).
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- ✅ Works with `generatePlan` when present (guarded import; falls back to fixture if absent).
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- ✅ Runs with `web/assets/` renamed away — no crashes, flat-colour fallback, canvas signs still show.
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- ✅ Instancing from day one, per-chunk 2048-wide sign atlas, canvas text (no fonts), seeded-everything.
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- ✅ 3 reference stills in `docs/shots/laneB/`; measured numbers in `docs/LANES/LANE_B_NOTES.md`.
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## Verified live (in-browser)
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Streaming (chunks build/dispose as you walk, queue never starves), 6-segment day→night with glowing
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shopfront windows + streetlamp bloom at night, door raycast → correct shop → `procity:enterShop` +
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toast, pixel-accurate collision (stops at wall − player radius), all-fallback mode, and Lane A's full
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493-shop city rendering + streaming + arbitrary-angle collision through Lane B.
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## Perf (measured — full table in `docs/LANES/LANE_B_NOTES.md`)
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- **Fixture** (radius 3, shadows on): ~148 scene draws, low tris, well under all gates.
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- **Lane A city** (~493 shops, radius 2 auto, shadows off): worst continuous-walk gameplay view
|
||
**~261 total draws** (≤300 gate, ~40 margin); typical ~130–210. Skin materials **5** (≤25).
|
||
Streetscape-only; Fable's integrated measure with citizens (pop 140) is ~191, also under gate.
|
||
|
||
## Adversarial multi-agent review → fixes landed
|
||
|
||
I ran a 4-dimension review (correctness / memory-perf / spec / robustness) with adversarial
|
||
verification. Confirmed real bugs, all fixed and re-verified:
|
||
|
||
1. **Collision was wrong for non-axis-aligned `ry`** (`pushOutRect` used the wrong rotation sign).
|
||
Latent on my axis-aligned fixture; would let you walk through Lane A's angled buildings. **Fixed** —
|
||
verified `keptOut:true` against a `ry=−1.32` lot.
|
||
2. **House doors** were raycastable and mis-resolved to the nearest shop → clicking a house "entered"
|
||
a random shop. **Fixed** (separate non-picked mesh).
|
||
3. **Awning skin** used a signed shift → undefined skin for ~⅓ of shops. **Fixed** (`>>>`).
|
||
4. **Sign atlas** was a fixed 2048² per shop-chunk regardless of sign count → texture-memory blowup at
|
||
Lane A density. **Fixed** (sized to actual signs, mipmaps off).
|
||
5. **Furniture**: numeric edge ids broke the seed hash (all edges identical); offset furniture could
|
||
land in an unbuilt chunk and vanish. **Both fixed**.
|
||
6. **`takeShots()`** didn't restore the pre-shot mode. **Fixed**.
|
||
|
||
## ⚠️ Things Fable should know (cross-lane)
|
||
|
||
- **Lane A landed and is now the shipped default.** `index.html` prefers `generatePlan(seed)` over the
|
||
fixture. Seed 20261990 → "Boolarra Heads", ~493 shops. The fixture remains the fallback + schema ref.
|
||
- **A "Lane F integration fix" already appeared in `skins.js`** (`facadeMat` now strips a `.jpg`/`facade-`
|
||
prefix). Lane A stores `shop.facadeSkin` as a **full filename** (`"facade-stucco-pink.jpg"`), not the
|
||
bare skin key the CITY_SPEC table implies. That normalize is what makes Lane A's facades load. Kept.
|
||
- **Schema drift between fixture and `generatePlan`** (Lane B tolerates all of it, but CITY_SPEC should
|
||
pick one and say so): `lot.id`/`lot.block` are strings in the fixture, **numbers** from Lane A;
|
||
`lot.frontEdge` is `'N'/'S'` in the fixture, a **number** from Lane A; `shop.facadeSkin` is a bare key
|
||
in the fixture, a **filename** from Lane A; `lot.ry` is axis-aligned in the fixture, **arbitrary
|
||
radians** from Lane A. Recommend Fable freeze these in CITY_SPEC so Lane C/D/E don't each guess.
|
||
- **≤25 skin-materials gate — RESOLVED (session 2).** Was at the cap (some seeds 27); the facade
|
||
atlas collapses ~22 facade materials into 1 shared atlas material, so it's now **5** city-wide.
|
||
- **Perf gate on the full city — RESOLVED (session 2).** The facade texture atlas landed (collapses
|
||
every chunk's facades → 1 draw and ~22 facade materials → 1) plus awning + shell/trim instanced
|
||
merges. Worst gameplay view is now ~261 total (≤300). The flat-colour fallback is preserved (each
|
||
atlas slot is pre-painted with its skin's fallback colour before the JPEG loads). See LANE_B_NOTES.
|
||
|
||
## Suggested next instructions (your call)
|
||
|
||
1. Freeze the CityPlan schema in CITY_SPEC (the drift list above) — unblocks C/D/E. **Still open.**
|
||
2. ~~Decide the facade-atlas~~ — **done (session 2): Lane B implemented it.** Draw + material gates now green.
|
||
3. ~~Interiors hand-off~~ — **done: Fable wired `enterShop → interiorMode → buildInterior` in the shell;**
|
||
verified via `DBG.enterShop`. Lane B's seam (`procity:enterShop`/`procity:exitShop`) is intact.
|
||
4. Run Lane F's `shots.py`/`soak.py` against `window.DBG` now that it exists (bookmarks are seed-derived).
|
||
5. Optional: capture fresh `docs/shots/laneB/` stills of the generated city via `DBG.shot(...)`; wire
|
||
`map` mode into Lane A's `map.html` (currently my lightweight minimap).
|
||
|
||
## Run
|
||
`cd web && python3 -m http.server 8130` → http://localhost:8130 . (The app needs no server-side logic;
|
||
the P-key shot harness uses browser downloads.)
|